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Editorial Team
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Editorial Team
Asked: May 23, 20262026-05-23T11:32:39+00:00 2026-05-23T11:32:39+00:00

I am implementing a map renderer for Quake. I am currently running through the

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I am implementing a map renderer for Quake. I am currently running through the arrays of vertices and sending them one at a time. I was told that by using vertex arrays, I can greatly speed up the rendering process by sending vertices in a batch. Now, I have just looked at display lists and finally VBO’s or vertex buffer objects. VBO’s mention a great advantage in relation to client/server communication. IF I am just going to be developing a client and not a server, are VBO’s still applicable to what I am doing?

What are games using currently in the OpenGL spectrum for quick vertex processing?

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  1. Editorial Team
    Editorial Team
    2026-05-23T11:32:39+00:00Added an answer on May 23, 2026 at 11:32 am

    When they say “client/server” communication, they are not talking about a internet network.

    • Client = The CPU
    • Server = The GFX hardware

    These are two separate pieces of hardware. While they are (usually) attached to the same motherboard, they still need to communicate with each other. A graphics card doesn’t usually have access to the main memory on your motherboard, so vertices (and textures, indices etc.) need to actually be sent to the graphics device.

    Short story: Use Vertex Buffer Objects. For static data (like a Quake map) there is nothing better. The vertices are sent to the graphics device (server) once and stay there. When you draw things vertex by vertex (using something like glBegin(GL_TRIANGLES)) the vertices are sent across every frame, which, as you can imagine, is pretty inefficient.

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